Sheik (SSB4): Difference between revisions
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*{{Sm|Master Raven|USA}} | *{{Sm|Master Raven|USA}} | ||
*{{Sm|Wizzrobe|USA}} | *{{Sm|Wizzrobe|USA}} | ||
*{{Sm|Puppeh|USA}} | |||
==Trophies== | ==Trophies== |
Revision as of 17:57, December 28, 2015
Sheik in Super Smash Bros. 4 | |
---|---|
Universe | The Legend of Zelda |
Other playable appearances | in Melee in Brawl |
Availability | Starter |
Final Smash | Light Arrow |
“ | Sheik Appears on the Scene! | ” |
—Introduction Tagline |
Sheik (シーク, Sheik) returns as a playable fighter in Super Smash Bros. 4. She was confirmed during the Super Smash Bros. Direct on April 8th, 2014, a day before the Australian releases of The Legend of Zelda: Four Swords Adventures and The Legend of Zelda: The Minish Cap.
Jun Mizusawa, who is also the voice actress for Zelda, reprises her role as Sheik, albeit via recycled voice clips from Brawl.
Attributes
Sheik is a character that, as a ninja of sorts, fits the "hit-and-run" character archetype. Sheik's overall mobility is among the best in the game, boasting the 5th fastest walking speed, 7th fastest dashing speed, above average air speed, and the 9th fastest falling speed. Her recovery is also versatile and extendable, as she has two recovery options that can be used in tandem with each other: her down special, Bouncing Fish, covers good horizontal distance, and can be followed up with Vanish, which grants her invincibility and invisibility, making it hard for the opponent to predict. Both these moves are also difficult and risky to intercept, as they both can deal high knockback.
Shiek's greatest strength is her nearly unrivaled frame data. Her moves have generally negligible amounts of start-up and end-lag, making her extremely difficult to punish, and many of her attacks have rather long reach as well. The best example is her forward aerial. It has little start-up and end-lag, autocancels in a shorthop, and has disjointed reach, giving it great versatility, allowing it to be used to approach, pressure, and combo. She has an excellent projectile in Needle Storm, with the needles being fast, long-ranged, transcendent, and causing hitstun. Coupled with her range, her needles give her a strong camping ability.
Sheik's mobility, projectile, and frame data grant her an outstanding neutral game. She can pressure from afar and zone without any trouble. She can choose to play aggressively, with her fast attack speed giving her an unpredictable approach. Sheik can poke and pressure her opponents with her aerials and tilts, all of which are safe options. If they choose to drop shield, they are wide open to these attacks. At the same time, holding shield presents her with an opportunity to grab and use her excellent throw setups.
Sheik's excellent frame data, combined with the low power of many of her moves, gives her among the best combo abilities in the game. Her throws can easily lead into other attacks, with her forward and down throws being particularly effective at starting combos. These can notably set up long chains of forward aerials, with up aerial, neutral aerial, and Bouncing Fish being useful combo finishers. Her combos aren't limited to her air game; all of her tilts can start and extend combos. Up tilt and down tilt send opponents into the air, and can confirm into aerials, or her forward tilt, which can chain into itself at lower percentages. Her forward tilt has reliable follow-ups all the way into KO percents as well. She also boasts an effective jab cancel that leads into her tilts. With proper spacing and timing, she can even carry out pseudo chain-grabs.
Despite being among the best characters in several ways, Sheik still has her flaws. Most notably, though she has a strong damage-racking ability, she struggles to secure her opponent's stock. She has several moves with high knockback, but she has difficulty landing them. Her up smash has a powerful sweetspot, but it is hard to land outside of a read, and is hampered by its large, weak sourspot. Her forward smash is moderately strong, but it is somewhat prone to SDI, and both of the aforementioned attacks have punishable endlag as well. Furthermore, Bouncing Fish has no reliable set-ups at KO percentages, and while her down throw sends highly damaged foes into the air, giving her an opportunity to land either an up aerial or Vanish, this requires a successful read more often than not, and a whiffed Vanish is highly punishable. With all of this working against her, it is not uncommon for her opponents to survive in excess of 150%.
Sheik, despite her good combo game, has a poor damage output overall. Thus, she requires very long strings of attacks to deal the same amount of damage that super-heavyweight characters such as Bowser and Donkey Kong can inflict in noticeably fewer hits. Combined with low knockback on almost all of her attacks, her overall damage output is among the lowest in the game. She also has a high short hop which may make SHFFing less effective, but still limits Sheik to perform only a single aerial attack while doing so. Additionally, the introduction to rage hinders Sheik: without rage, she has trouble KOing outside of the mentioned attacks (and those are difficult to hit with in the first place) and with rage, her comboing ability is hindered, which when combined with her below-par damage output, it can make bringing an opponent to KO percents difficult. In addition to this, despite her status as one of the best characters in the game, Sheik possesses a few moves that have very low utility. These include her down air, for its weak knockback and fast falling, down smash for almost non existent KO power, and Burst Grenade for its slow explosion, helplessness if performed while airborne, and little usage outside occasional spacing.
Despite this, Sheik's strengths significantly overpower her flaws. Due to these advantages, she has arguably the highest tournament representation of any character in SSB4, some of her mains such as Vinnie, Mr. R and ZeRo, who have been considered to be among the best players in the world. Sheik is widely considered to be the most dominant character in the metagame, particularly after update 1.0.6 heavily nerfed Diddy Kong, who was arguably her most troublesome match-up prior to the update. Despite having been slightly nerfed in the game updates, the changes have not been severe enough to affect Sheik's representation and viability.
Sheik also benefits a good amount from her custom moves. Penetrating Needles only shoots three needles instead of six and has less range, but it deals extra shield damage, granting her a new pressuring option. Gravity Grenade loses the suction effect, but the grenade can be thrown much farther and pulls enemies towards Sheik, allowing multiple follow-up opportunities. Pisces, while having a much more shallow flip, removing her forward throw combo, gains more horizontal distance, is faster, has little lag if the follow-up attack isn't executed, and is significantly stronger, being able to KO 59% earlier than the default Bouncing Fish. Her other custom moves, like Paralyzing Needle and Abyss, have slightly increased amounts of risk and reward for using them over their standard counterparts.
Changes from Brawl
Sheik has been significantly buffed from Brawl, which has allowed her to become a dominant character in competitive play like she was in Melee. Many of her attacks have been partially reverted or changed, giving Sheik many options back that she lost in Brawl. Few of her moves (Needle Storm, forward aerial, and her new down special, Bouncing Fish) give Sheik a better neutral game. However, she has suffered from a few nerfs in the transition from Brawl to SSB4. Her recovery was noticeably weakened, losing her Chain as a tether recovery. She has also lost the ability to utilize Zelda's superior up special and when combined with her faster falling speed has a harder time getting back on stage. However, the loss of Farore's Wind is somewhat compensated by Sheik's new down special, Bouncing Fish, giving her a recovery mixup options. She also lost her DACUS technique, which she relied on in the previous installment. On top of this, her already weak attacks deal even less damage, which forces players to rely on combos to rack up damage. The lack of many strong finishing moves also means that opponents must be at very high percentages for Sheik to reliably KO. On top of this, the new rage mechanic also hurts her comboing ability while at mid-high percentages. As a result, Sheik has a very high technical learning curve, requiring precisions with using her aerial and tilts correctly, patience, quick reflex, and landing her KO moves efficiently.
Despite these noticeable flaws, she has gained many notable and useful buffs from Brawl such as her ability to combo and the addition of her new down special. Sheik is a dominant force in the metagame with many high-placing tournament results on the national and international level and is regarded by many as the best character in the game. Sheik has also been nerfed in several game patches, but so far, none of these nerfs have significantly affected her viability.
Aesthetics
- Sheik retains the Twilight Princess-inspired design she had in Brawl, but now with a noticeably brighter color scheme due to SSB4's more vibrant aesthetics. However, she appears to be more muscular than her appearance in Brawl. This gives her a physique closer to the one she has Ocarina of Time, which was more masculine in appearance compared to the physique she has in her Twilight Princess concept art.
- Sheik has a new standing idle animation.
- Sheik has two new idle poses.
- The Chain in Sheik's side taunt has been replaced with a smaller string used in her new side special, Burst Grenade.
Attributes
- Sheik's air speed is much higher (0.846 → 1.1).
- Sheik walks faster (1.3 → 1.4).
- Sheik dashes slightly faster (1.92 → 2.016).
- Sheik falls faster (1.58 → 1.75).
- Sheik can no longer Transform into Zelda, with the latter becoming her own separate character.
- Sheik can no longer do a two-hit forward smash with battering items, nor can she fire two stars at once with the Star Rod.
- Due to being separated from Zelda, Sheik can no longer access Zelda's more potent recovery and KO power.
Ground attacks
- Neutral attack now transitions into a finisher.
- All tilts deal less damage (forward tilt 5% → 4%, up tilt 13% → 11%, down tilt 8% → 5%). However, all tilt's knockback (except up tilt) are compensated.
- Dash attack's sweetspot deals slightly less damage (7% → 6%).
- Up tilt has less ending lag allowing more follow-ups.
- Since up tilt deals 2% less damage, this makes it weaker despite its slightly increased knockback growth (122 → 125).
- Down tilt can now more reliably follow into other attacks at lower percentages.
- All smashes deal less damage (forward smash 14% → 13%, up smash 17%/12% → 15%/11%, down smash 13%/10%/10% → 3%/6%).
- The second hit of forward smash had its knockback increased again (50 base/100 growth → 60 base/109 growth).
- Up smash knockback on the sweetspot slightly increased knockback growth (82 → 86).
- Due to the removal of DACUS, her up smash is a more situational attack.
- Down smash has worse hitbox placement, more endlag and deals less knockback. Only the last hit has KO power (knockback mostly compensated however).
Aerial attacks
- Several aerials deal less damage (Neutral aerial 13%/10% → 8%/7%, forward aerial 9% → 5.0%/4.3%, back aerial 12%/11% → 8%/7%, up aerial 11% → 7%, and down aerial 10% → 8%).
- {{nerf|Forward aerial's sourspot hitbox overrides it's sweetspot's.
- Forward aerial angle changed from 30 to 50 degrees making it a less reliable semi-spike.
- Forward aerial has a new animation, more range, and is much faster, allowing links into follow-up options very reliably at almost any percentage below around 100%.
- Up aerial is now a multi-hit attack that is stronger and can reliably KO under 130% in the air.
- Back aerial has much lower KO potential, making it less effective as an edge-guarding tool.
- Down aerial is now a meteor smash. It also leads into a second hit on grounded opponents.
- Down aerial falls much faster which gives it less time to act out of it and can cause self destructs.
Throws/other attacks
- Forward throw is faster and sends opponents at a slightly higher trajectory (70°), now reliably setting up a forward aerial at any percentage below around 150%.
- Back throw has less ending lag, allowing more followups.
- Down throw's trajectory has been reverted to how it functioned in Melee (80°). While it deals much more knockback than in Melee, it still gives Sheik several follow-up options.
Special moves
- Needle Storm does knockback allowing her to safely use it for controlling space. It can also be pivoted on the ground. They also travel significantly faster, making them harder to react to and punish.
- Needle Storm does less damage, has more ending lag, and takes slightly longer to fully charge.
- Sheik has a new side special, Burst Grenade. Sheik throws a small grenade that she can detonate at will, which produces a small vacuum before exploding. This new move is overall significantly better than Chain, dealing more damage and having better utility.
- Due to Burst Grenade's function, and its property of leaving Sheik helpless in the air after usage, Sheik cannot use this move as a tether recovery.
- Vanish now has a hitbox and a windbox when Sheik appears, making it more difficult to punish.
- Sheik slightly rises while in midair prior to Vanishing, which slightly increases its vertical range.
- The explosions produced by Burst Grenade and Vanish are now absorbable.
- Vanish's explosion hitbox does less damage (15% → 12%).
- Sheik has a new down special, Bouncing Fish. It is an acrobatic kick attack similar to Zero Suit Samus' Flip Jump, but covers much more horizontal range. It has extremely high base knockback and is a reliable KO move at high percents, and aids greatly in Sheik's previously mediocre recovery by providing a great deal of horizontal distance without leaving her helpless.
- Light Arrow deals overall less damage and has weaker knockback.
Update history
Sheik has been moderately nerfed since update 1.0.4, with many of her moves becoming weaker. Most notably, her forward aerial was given a smaller sweetspot, larger sourspot, and damage reduction on both hitboxes.. In 1.0.4, the knockback on Bouncing Fish was decreased and up aerial hits one less time, while in 1.0.6, her back aerial's power was also significantly reduced, no longer KOing outside of edge-guards. However, none of these nerfs have seemed significant as players have learned to overcome them, and Sheik is still regarded as the most dominant character in the game.
- Forward aerial damage reduced (sweetspot: 6.8% → 5.5%, sourspot: 6% → 4.8%).
- Needle Storm has slightly more ending lag.
- Up aerial hits one less time, resulting in 1% less total damage (8% → 7%).
- Bouncing Fish knockback decreased.
- Back aerial damage and knockback significantly decreased: 11/10% → 8/7%
- Down tilt damage: 7.5% → 5%
- Forward aerial deals less damage (5.5%/4.8% → 5.0%/4.3%), but with knockback compensated on the sweetspot (125 → 132).
- Forward aerial sourspot hitbox now takes priority over the sweetspot, effectively making the sweetspot smaller.
- Penetrating Needles deal less shield damage: 9 → 6.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2% | Two quick knifehand strikes followed by a barrage of knifehand thrusts followed by a palm thrust. The palm thrust has somewhat weak knockback. | ||
3% | ||||
0.6% far or 0.8% close (infinite), 3% (last hit) | ||||
Forward tilt | 4% | Sheik performs a roundhouse kick knocking the opponent into the air with low knockback. Easily combos into itself and other moves. | ||
Up tilt | 5% (hit 1), 6% (hit 2) | Sheik performs a modified axe kick. Can hit on the upswing and downswing. | ||
Down tilt | 5% | Sheik performs a leg sweep. Can be immediately followed by her neutral air or forward air due to it popping the opponent upward. | ||
Dash attack | 6.5% (clean), 4.5% (late) | A slashing knife hand strike. Has decent knockback. | ||
Forward smash | 5% (hit 1), 8% (hit 2) | Two crescent kicks that moves her forward as they are executed. The first has low knockback, while the second has significant knockback. Can KO at high percentages. | ||
Up smash | 15% (sweetspot); 11% (sourspot) | Sheik raises her arms over her head and quickly brings them down to her sides to perform outward fanning knifehand strikes. The sweetspot is on her fingertips during the beginning of the move while the sourspot in on the the downswing. Sheik's arms and her head have intangibility when the hitboxes are present. | ||
Down smash | 3% (hit 1), 6% (hit 2) | Performs a windmill, a breakdancing technique, while kicking the opponent. Can hit twice. | ||
Neutral aerial | 8% (clean sweetspot), 7% (clean sourspot), 5% (late sweetspot), 4% (late sourspot) | Sheik performs a flying kick. A typical sex kick, it is her fastest aerial (comes out in frame 3), is capable of breaking combos and functions as a great out of shield option. The strong hit of her neutral air can combo into Bouncing Fish at middle percents. Its lingering hitbox is capable of covering Sheik's landing, catching opponents off-guard, and applying pressure against opponents that are attempting to aim their recovery to the ledge. | ||
Forward aerial | 5% (arm), 4.3% (body) | Sheik leans forward and quickly forms a downward knifehand strike. Sheik's primary approach options. It is one of her best moves for edge guarding and a KO options near the side of the stage at 160%. Can be autocanceled easily out of a Short Hop Fast Fall. When well spaced with it, it is safe on shield. Has decent knockback and can combo into itself multiple times, neutral air, reverse-aerial-rush back air, and even bouncing fish depending on percent and positioning. | ||
Back aerial | 8% (clean sweetspot), 7% (clean sourspot), 5% (late) | Sheik performs a back kick. It has weak knockback, but with large hitboxes. Can be used for a reverse aerial rush and is good for edge guarding. | ||
Up aerial | 1% (loop hits 1-3), 4% (hit 4) | Sheik inverts herself and performs a corkscrewing kick. The first three hits have the auto-link angle against aerial opponents, which allows all four hits to connect easily. The final hit has strong knockback and is a solid KO move at moderate damage percentages, depending on rage. It can combo out of down throw. | ||
Down aerial | 8% (descent), 2% (landing) | Sheik performs a flying kick downward. A stall-then-fall, it can meteor smash during the beginning, but it is hard to recover from because of the fast descent. | ||
Grab | — | Sheik's grab range is relatively short. | ||
Pummel | 3.1% | Hits opponent with her arm. A slow pummel. | ||
Forward throw | 5% (hit 1), 2% (throw) | Punches the opponent forward. Can combo into an up aerial, forward aerial, and Bouncing Fish until high percentage against most characters, depending on DI. | ||
Back throw | 5% (hit 1), 2% (throw) | Throws opponent behind and back kicks them away. Can be followed up with Bouncing Fish if timed correctly. | ||
Up throw | 3% (hit 1), 2% (throw) | Sheik performs a kip-up and kicks the opponent into the air. Due to it having high base knockback with little growth, it makes her up throw the hardest to perform follow-ups in comparison to her other throw setups. | ||
Down throw | 3% (hit 1), 3% (throw) | Throws opponent on the ground, then performs an axe kick knocking the opponent up into the air. Can combo into forward aerial, back aerial, neutral aerial, and up aerial, depending on opponent's DI. At 110-140%, she can follow up into her KO moves. Since the opponent is sent upward in 80 degrees angle, its leaves the opponent in a difficult position in which they have two options: jump away or air dodge. Every option the opponent has is risky and can lead into up aerial against opponents that attempted to jump away or Vanish against opponents that attempted to air dodge. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Sheik kneels then punches forwards and backwards. | ||
Floor attack (back) Floor getups (back) |
7% | Sheik kicks her feet over her head. | ||
Floor attack (trip) Floor getups (trip) |
5% | |||
Edge attack Edge getups |
7% | Sheik pulls herself up and kicks both legs forward along the ground. | ||
Neutral special | Default | Needle Storm | 1.9% (near) or 1.2% (far) per needle, 6 needles max | Sheik accumulates up to six needles that can be stored and released immediately or later. If thrown in the air, the needles travel at approximately a 45 degree angle. One of Sheik's best options for camping/zoning, as it can nullify approaches and has transcendent priority. |
Custom 1 | Penetrating Needles | 2.2% (near) or 1.6% (far) per needle, 3 needles max | Needles travel through multiple opponents with electric effect. Travels a shorter distance and can only be charged to three needles. Deals extra damage to shields. Less range than normal. | |
Custom 2 | Paralyzing Needle | 1% | A single needle that can stun an opponent. Has significant ending lag. The higher the opponents damage, the longer they are stunned. Less range than normal. | |
Side special | Default | Burst Grenade | 1% (hit), 1% (pull), 12% (explosion) | Sheik throws a grenade on a string. On detonation, it creates a small area that pulls opponents towards it, then explodes. The detonation can be delayed a second by holding the special attack button. Grenade can be thrown a further distance when Sheik is in the air or when thrown over an edge. If Sheik is attacked before the grenade explodes, it will become an item for anyone to use. Sheik will fall into a helpless state if it is used in the air and uninterrupted. |
Custom 1 | Gravity Grenade | 3.58% | Upon detonation, the grenade does not pull enemies into it and the explosion has a smaller radius, but the explosion knocks opponents towards Sheik, allowing multiple follow-up options like gimps or an up smash. | |
Custom 2 | Skimming Grenade | 2% (hits 1-3), 4.6% (explosion) | The grenade bounces on the ground with a time delay before exploding. The longer it takes to explode, the less damage it deals. | |
Up special | Default | Vanish | 12% (vanish), 5% (reappear) | After a short delay, Sheik vanishes in a puff of smoke, reappearing nearby in a controlled direction. The vanish hitbox has high knockback, able to KO at high percentages. The reappearance hitbox has much weaker knockback, but can push shielded opponents who are in the location that Sheik reappears in. Sheik is only vulnerable for two frames during its animation and has invincibility frames on the rest. |
Custom 1 | Gale | 0% | Sheik vanishes and reappears faster while traveling a further distance, with the loss of a vanishing and reappearing hitbox. | |
Custom 2 | Abyss | 5% (vanish), 4% (travel) | There is no longer a short vertical movement before Sheik's vanish and it will meteor smash for the entire duration of the vanish. However, the distance traveled is shorter and her pathway during it is visible. | |
Down special | Default | Bouncing Fish | 12% | Sheik flips forward a moderate distance and kicks the opponent. If her feet connect with an opponent, she will flip back a small distance and land on her feet. She can kick up to three times if the preceding kicks connect. Upon a miss, she lands on her back and stands up. Strong knockback and one of her best KO moves. Also drastically improves her off-stage recovery as her up special can be used immediately afterwards. Can be executed sooner by hitting the button again and gains more distance if the control stick is held in whatever direction Sheik is facing. Has intangibility on startup. KOs Mario 165% at the center of Final Destination. |
Custom 1 | Jellyfish | 8% (grounded opponents), 10.5% (aerial opponents) | Sheik's flip is more vertical, traveling a shorter horizontal distance. Grounded opponents are launched diagonally upwards with set knockback in order to ensure that the opponent can be hit the second time. She can kick up to two times if the preceding kick connects. | |
Custom 2 | Pisces | 15.5% | Sheik's flip is faster and more shallow, which requires pressing the attack button in order to kick if the attack is used while standing on the ground. If the hit lands, she will flip a short distance forward and will launch opponents backwards while dealing more knockback. It can't be used more than once before landing on the ground. If it hits, she can control her movement. Has little to no lag if the button isn't pressed. KO's Mario at 106% at the center of Final Destination. | |
Final Smash | Light Arrow | 1% (hit 1), 44% (Light Arrow 1st opponent), 33% (2nd opponent), 24% (3rd opponent) | Sheik pulls out a large magical bow and light arrow which she fires in a straight, horizontal line across the stage. It can strike multiple opponents, but the damage decreases for each successive target. Has very high knockback. |
On-screen appearance
- Appears from a smoke bomb while striking a pose.
Taunts
- Up taunt: Balances on one hand.
- Side taunt: Pulls out her Chain.
- Down taunt: Performs a ninja pose with her right arm in front of her face.
Up taunt | Side taunt | Down taunt |
---|---|---|
Idle poses
- Moves her hand in front of her face, then quickly moves it back down.
- Turns around and balances on one leg.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | Sheik! | Shei-k! |
Pitch | Group chant | Group chant |
Victory poses
- Crouches, swipes with her hand twice, then stands up, posing.
- Kicks once, spins on the ground, then poses. Replaces her old "thinking" victory animation.
- Two kicks, then a ninja stance.
In Competitive Play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Sheik | 2211 | 2111 | 1211 | 2311 | 1311 |
1213 | 3213 | 2212 | 2312 | 2231 |
Notable players
- Aki
- Akiro
- Anti
- Cacogen
- Edge
- False
- K9
- Mr. R
- NEO
- Nietono
- RAIN
- Trevonte
- Vinnie
- VoiD
- ZeRo
- Zex
- Master Raven
- Wizzrobe
- Puppeh
Trophies
- Sheik
- Sheik is introduced in The Legend of Zelda: Ocarina of Time as the "survivor of the Sheikah", although it turns out to be Zelda, who took on the disguise to hide from Ganondorf. Sheik's ninja-like speed is a real contrast with Zelda's, and it allows for sneaky, fast-paced attacks that overwhelm opponents before they can even react.
- : The Legend of Zelda: Ocarina of Time (11/1998)
- : The Legend of Zelda: Ocarina of Time 3D (06/2011)
- Sheik (Alt.)
- Sheik's Burst Grenade side special throws a small grenade that draws in nearby fighters before exploding. Once the button has been released, it'll hop or explode after a time. The down special Bouncing Fish is an attack where Sheik strikes with both heels, falling similarly to the way a fish might flop around.
- Sheik's Burst Grenade side special throws a small grenade that draws in nearby fighters, then explodes. Hold the button longer to thrown it further. The down special Bouncing Fish is a fish-like flop forwards that has Sheik attack with both heels on the way down. If the move connects, Sheik will bounce back up into the air.
- : The Legend of Zelda: Ocarina of Time (11/1998)
- : The Legend of Zelda: Ocarina of Time 3D (06/2011)
- Light Arrow (Sheik)
- SheikAllStarTrophy3DS.png
Alt. (3DS)
Alternate costumes
In Event Matches
Solo Events
- All-Star Battle: Melee: Sheik is one of the opponents fought in this event. All opponents debut in Melee, and reappear in Smash 4.
- Aura Mastery: The player, as Lucario, must defeat an invisible Sheik and Wii Fit Trainer.
- Identity Crisis: Sheik must defeat Samus. After defeating her, the player must defeat Zero Suit Samus. If Sheik dies, then Zelda will appear.
Co-op Events
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Gallery
Sheik's amiibo.
Throwing an attack at Samus.
Back-to-back with Zelda in the 3DS version.
Charging Needle Storm midair.
Attacking Donkey Kong and Diddy Kong.
Attacking Little Mac.
Charging up Needle Storm.
Bouncing Fish against Mario.
Back-to-back with Zelda in the Wii U version.
Sheik attacking Samus.
Sheik and Wii Fit Trainer attacking Mega Man.
Sheik attacking Marth.
Sheik and Greninja.
Sheik and Little Mac.
Sheik fighting Toon Link.
Little Mac attacking Sheik.
Sheik and Toon Link.
Sheik running from Little Mac.
Sheik and Olimar.
Toon Link holding a bomb in front of Sheik.
Sheik posing with Wii Fit Trainer.
Sheik and Olimar.
Sheik and Yoshi.
Sheik and Charizard.
Sheik and Lucario.
Sheik and Little Mac.
Sheik charging Needle Storm.
Sheik on Yoshi's back.
Jumping in the Prism Tower stage.
Above a shark in the Tortimer Island stage.
Sheik and Zelda.
Sheik about to attack Mario, Samus and Donkey Kong.
Above Olimar.
Sheik and Pikachu.
Sheik and Toon Link.
Trivia
- In the Portuguese localisation of SSB4, Sheik is referred to as "o Sheik" ("o" is the masculine definite article).
- Although Sheik has a new idle animation, she will revert to her previous one if holding a light item. She shares this trait with Yoshi, Dr. Mario, and Roy.
- Sheik is the only Legend of Zelda character that can crawl.
- Sheik is the only veteran with 2 special attacks being replaced with new ones.
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |